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MKP Season 2 final by borg117
What's new there:
- koin/treasure system revised. no more slot machine at the end - you only have to input the code manually. however the code is not hard-written - each start there is a new code. every time you get a flawless victory, one, two of three symbols of the kode are shown. so have three ways to find the kode and unlock secret battles: 1) get three flawless victories and enter the symbols in known patterns; 2) get enough money for combos and try three random symbols together; 3) be a lazy guy and see the kode in debug mode (ctrl+D)
- jump arcs and distances revised while jumping over opponent for a crossup
- arcade-friendly "own corner" feature added, that allowed you to push enemies out of "your" corner of the stage
- new AI tactics, where above all else cpu can randomly decide to walk near for a punch/kick or combo or walk away for a fireball
- new AI reactions added, that respond to jumping forward, uppercut, punching etc.
- also AI will now back off from cornering which actually gives you a free moment
- combos and brutalities became easier to input, also brutalities can now be broken into simple combos while holding "forward" or "down"
- added possibility to exchange the "Aggressor" mode for "RAGE": if you set var(24) to 2 instead of 1 in common1.cns, the aggressor power-up mode will only turn on when you press block+run in game, not automatically once it's filled
- in the same manner you can exchange aggressor for breaker. if you set var(24) to 3, you'll gain "aggressor" points for being hit and spend them on a breaker once filled. please note that using his setting will disable game's own breakers permanently
- finishhim state coding revised - it plays the musics right at the announcement, plus it doesn't break up at brutality or deep freeze moments
- breakable throws - players can get hit and receive damage while throwing opponents. also better throw mechanics overall
- new shortcut "commands" to have rain, wind or even sample stage fatals on your stages. just enter the following in your stage *.def file:
author = "1_W@NN@_FR33Z3"; for cold/frosty breath effect
author = "1_W@NT_R@1N"; for rain sound effect - suits best if you already have the rain graphics in your stage
author = "1_W@NT_R@1NS";for rain like on mk4 stage, the kombat kodes for bloody rain and no rain will also work
author = "1_W@NT_W1ND"; for wind sound effect
author = "1_W@NT_ST0RM"; for random thunder sound effects
author = "1_W@NT_P1T"; for custom pit fatality where player falls to the bottom of the stage
author = "1_W@NN@_F@LL"; for custom stage fatality where player slowly falls off the screen
author = "1_W@NT_BR1CK"; for custom stage fatality where player is slammed into ceiling and a big stone falls down
no need to edit common files for each new stage anymore!
- same can be done if you want to use common mk1-mka music for finishim/round end - just use "M00XX" as your stage's "Name" (not displayname) parameter, where XX is the music sample number from common1.snd
- added possibility to turn all smoke/visual effects off on all characters at once. to do so, you need to press down + low punch + low kick in pause menu. this might be very useful for slow machines and/or on heavily loading stages and/or in 2 on 2 mode when 2 or more characters emit smoke effects which may drop your frame rate drastically
- all characters have endings
- minor fixes: Nightwolf got his random red arrow back, Raiden falldown to teleport transition, Liu Kang bicycle kick pos bind etc. etc.
- new stages - Lin Kuei temple update by SpoR/Faust, Lung Hai Temple, Beetle Lair, Nethership hold by Bathory, AdrianoGT and Hanzo Hasashi
- new pit fatalities added to following stages: MKM fire pit, The Nexus MKD +sample fatality examples at Star Bridge (Sky battle), MKM Wind temple, Koldan Castle.
Special thanks go to: Emsi-D for his work on endings, Izayoi Emir for some ending pics, shinsmoke for AI hints/suggestions, Leandro(tm) for some new sprites used and also to respective stage.
#MKP#MortalKombatProject#borg117
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